railgun default harpoon
harpoon's crouch is now a harpoon sized railgun tech: halfwave rectifier now gives energy on harpoon/railgun charge and also stops harpoon from draining energy when it retracts toggling harpoon does 800 -> 600% more damage perfect diamagnetism default field is a bit larger bug fix with several periodic checks running off simulation time they now run on player time and will be active during time dilation fixed a bug where lore wasn't working
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50
js/tech.js
50
js/tech.js
@@ -5330,16 +5330,16 @@ const tech = {
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{
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name: "capacitor bank",
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// description: "<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, foam, railgun, pulse, tokamak</em>",
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descriptionFunction() { return `<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, ${tech.haveGunCheck("foam", false) ? "<strong>foam</strong>" : "foam"}, ${tech.isRailGun ? "<strong>railgun</strong>" : "railgun"}, ${tech.isPulseLaser ? "<strong>pulse</strong>" : "pulse"}, ${tech.isTokamak ? "<strong>tokamak</strong>" : "tokamak"}</em>` },
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descriptionFunction() { return `<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, ${tech.haveGunCheck("foam", false) ? "<strong>foam</strong>" : "foam"}, ${tech.haveGunCheck("harpoon", false) ? "<strong>railgun</strong>" : "railgun"}, ${tech.isPulseLaser ? "<strong>pulse</strong>" : "pulse"}, ${tech.isTokamak ? "<strong>tokamak</strong>" : "tokamak"}</em>` },
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.blockDamage > 0.075 || tech.haveGunCheck("foam") || tech.isRailGun || tech.isTokamak || tech.isPulseLaser
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return tech.blockDamage > 0.075 || tech.haveGunCheck("foam") || tech.isTokamak || tech.isPulseLaser
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},
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requires: "throwing blocks, foam, railgun, pulse, tokamak",
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requires: "throwing blocks, foam, pulse, tokamak",
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effect() {
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tech.isCapacitor = true;
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},
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@@ -5537,7 +5537,7 @@ const tech = {
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},
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{
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name: "toggling harpoon",
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description: "increase the <strong class='color-d'>damage</strong> of your next <strong>harpoon</strong><br>by <strong>800%</strong> after using it to collect a <strong>power up</strong>",
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description: "increase the <strong class='color-d'>damage</strong> of your next <strong>harpoon</strong><br>by <strong>600%</strong> after using it to collect a <strong>power up</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -5574,9 +5574,28 @@ const tech = {
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tech.extraHarpoons = 0;
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}
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},
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// {
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// name: "railgun",
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// description: "firing the <strong>harpoon</strong> while crouched launches<br>a rod that is <strong>faster</strong>, <strong>larger</strong>, and more <strong>dense</strong>",
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// isGunTech: true,
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// maxCount: 1,
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// count: 0,
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// frequency: 2,
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// frequencyDefault: 2,
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// allowed() {
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// return tech.haveGunCheck("harpoon")
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// },
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// requires: "railgun",
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// effect() {
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// tech.isRailGun = true;
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// },
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// remove() {
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// tech.isRailGun = false;
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// }
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// },
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{
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name: "railgun",
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description: "firing the <strong>harpoon</strong> while crouched launches<br>a rod that is <strong>faster</strong>, <strong>larger</strong>, and more <strong>dense</strong>",
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name: "half-wave rectifier",
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description: "<strong>harpoons</strong> drain no <strong class='color-f'>energy</strong> as they <strong>retract</strong><br><strong>crouch</strong> firing <strong>harpoon</strong> generates <strong class='color-f'>energy</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -5586,25 +5605,6 @@ const tech = {
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return tech.haveGunCheck("harpoon")
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},
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requires: "railgun",
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effect() {
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tech.isRailGun = true;
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},
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remove() {
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tech.isRailGun = false;
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}
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},
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{
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name: "half-wave rectifier",
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description: "charging the <strong>railgun</strong> gives you <strong class='color-f'>energy</strong><br><em>instead of draining it</em>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.isRailGun
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},
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requires: "harpoon, railgun",
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effect() {
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tech.isRailEnergyGain = true;
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},
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